Jurnal Universitas Muhammadiyah Sukabumi
Not a member yet
    1267 research outputs found

    IMPLEMENTASI MODEL PEMBELAJARAN PROBLEM BASED LEARNING DALAM UPAYA MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF SISWA SEKOLAH DASAR

    Full text link
    This study aims to examine the implementation of the Problem-Based Learning (PBL) model in improving the creative thinking skills of elementary school students. PBL is considered one of the innovative learning models that emphasizes solving real-world problems, collaboration, and the development of higher-order thinking skills. This research employed a Classroom Action Research (CAR) method with a qualitative approach, conducted on 30 fifth-grade students at SDN Benteng 3, Sukabumi City. Data were collected through observation, interviews, documentation, and creative thinking skill tests, and were analyzed using qualitative descriptive techniques. The results revealed a significant improvement in students’ creative thinking skills after the implementation of PBL. The average score increased from 34.55 (pretest) to 59.76 in the first cycle (N-Gain 39.27%, medium category) and reached 71.21 in the second cycle (N-Gain 56.38%, medium category). The most prominent improvement was observed in the indicators of flexibility and originality, while fluency, elaboration, and evaluation also showed positive progress, albeit more moderately. These findings indicate that PBL not only makes learning more interactive, collaborative, and contextual but also provides opportunities for students to generate diverse ideas, develop innovative solutions, and make critical judgments about problems. Therefore, this study confirms that PBL is effective and relevant to be continuously implemented in elementary schools to foster creative thinking skills, which are among the essential competencies required in the 21st century.This study aims to examine the implementation of the Problem-Based Learning (PBL) model in improving the creative thinking skills of elementary school students. PBL is considered one of the innovative learning models that emphasizes solving real-world problems, collaboration, and the development of higher-order thinking skills. This research employed a Classroom Action Research (CAR) method with a qualitative approach, conducted on 30 fifth-grade students at SDN Benteng 3, Sukabumi City. Data were collected through observation, interviews, documentation, and creative thinking skill tests, and were analyzed using qualitative descriptive techniques. The results revealed a significant improvement in students’ creative thinking skills after the implementation of PBL. The average score increased from 34.55 (pretest) to 59.76 in the first cycle (N-Gain 39.27%, medium category) and reached 71.21 in the second cycle (N-Gain 56.38%, medium category). The most prominent improvement was observed in the indicators of flexibility and originality, while fluency, elaboration, and evaluation also showed positive progress, albeit more moderately. These findings indicate that PBL not only makes learning more interactive, collaborative, and contextual but also provides opportunities for students to generate diverse ideas, develop innovative solutions, and make critical judgments about problems. Therefore, this study confirms that PBL is effective and relevant to be continuously implemented in elementary schools to foster creative thinking skills, which are among the essential competencies required in the 21st century

    A PENGEMBANGAN DESAIN PERMAINAN BERBASIS ADVENTURE EDUCATION DALAM KEMAMPUAN MOTORIK KELAS III SEKOLAH DASAR

    Full text link
    The background that drives this research is the low motor skills of students and the lack of innovation in learning Physical Education at Pagejugan 03 State Elementary School. The Solution to these problems is the development of Adventure Education game design in the motor skills of grade III elementary school. The method used was Research and Development (R&D) with the ADDIE model. The research subjects were 29 third-grade students with data collected through observation, interviews, and questionnaires and analyzed qualitatively and quantitatively. The result of the analysis will prove the validity of the developed product. The result of this study are the development of Adventure Education-based game design in the motor skills of grade III elementary school, this game design is validated by experts consisting of two experts, namely game/motion experts and elementary learning experts. The result of the validation of game/movement experts received a score of 97,14% with the criteria “Very Feasible” and the result of the validation of elementary learning experts received a score of 97,89% with the criteria “Very Feasible”. Meanwhile, the results of practicality were obtained from observation questionnaires and teacher questionnaires. The result of the Class teacher questionnaire scored 100% with the criteria “Very Practical” and the PJOK teacher questionnaire scored 100% with the criteria “Very Practical”. While at the stage the result of the students’ questionnaire to determine the acceptance of the game design received a score of 99,54% with the criteria “Very Feasible”. Based on the result of this study, it can be concluded that the development of Adventure Education-based game design in grade III motor skills is valid, practical and acceptable to students so that it is feasible to use in elementary schools.The background that drives this research is the low motor skills of students and the lack of innovation in learning Physical Education at Pagejugan 03 State Elementary School. The Solution to these problems is the development of Adventure Education game design in the motor skills of grade III elementary school. The method used was Research and Development (R&D) with the ADDIE model. The research subjects were 29 third-grade students with data collected through observation, interviews, and questionnaires and analyzed qualitatively and quantitatively. The result of the analysis will prove the validity of the developed product. The result of this study are the development of Adventure Education-based game design in the motor skills of grade III elementary school, this game design is validated by experts consisting of two experts, namely game/motion experts and elementary learning experts. The result of the validation of game/movement experts received a score of 97,14% with the criteria “Very Feasible” and the result of the validation of elementary learning experts received a score of 97,89% with the criteria “Very Feasible”. Meanwhile, the results of practicality were obtained from observation questionnaires and teacher questionnaires. The result of the Class teacher questionnaire scored 100% with the criteria “Very Practical” and the PJOK teacher questionnaire scored 100% with the criteria “Very Practical”. While at the stage the result of the students’ questionnaire to determine the acceptance of the game design received a score of 99,54% with the criteria “Very Feasible”. Based on the result of this study, it can be concluded that the development of Adventure Education-based game design in grade III motor skills is valid, practical and acceptable to students so that it is feasible to use in elementary schools

    PENERAPAN MODEL PEMBELAJARAN KOLABORATIF TIPE GROUP INVESTIGATION DALAM MENUMBUHKAN PERILAKU JUJUR DAN TANGGUNG JAWAB

    Full text link
    The problem in this study originates from the low level of honesty and responsibility among students in Islamic Religious Education (PAI), particularly in the topic "Commendable Behavior is My Identity." Students tended to be passive, hesitant to express their opinions, and often neglected their responsibilities in group tasks. This study aims to describe the implementation of the collaborative learning model, Group Investigation (GI), in fostering honesty and responsibility among third-grade elementary students. This research employed a descriptive qualitative approach and was conducted over three sessions involving 28 third-grade students at SDN 005 Rantau Pulung. Data were collected through observation, interviews, and documentation, and analyzed using the interactive model of Miles and Huberman. The results indicate that the GI model gradually increased students\u27 active participation, encouraged honest expression of opinions, and fostered a sense of responsibility in group roles. Students demonstrated enthusiasm during discussions, task distribution, and group presentations. Local cultural values were also integrated to strengthen the internalization of character. Through its collaborative and participatory approach, the GI model proved effective in cultivating students\u27 honesty and responsibility.The problem in this study originates from the low level of honesty and responsibility among students in Islamic Religious Education (PAI), particularly in the topic "Commendable Behavior is My Identity." Students tended to be passive, hesitant to express their opinions, and often neglected their responsibilities in group tasks. This study aims to describe the implementation of the collaborative learning model, Group Investigation (GI), in fostering honesty and responsibility among third-grade elementary students. This research employed a descriptive qualitative approach and was conducted over three sessions involving 28 third-grade students at SDN 005 Rantau Pulung. Data were collected through observation, interviews, and documentation, and analyzed using the interactive model of Miles and Huberman. The results indicate that the GI model gradually increased students\u27 active participation, encouraged honest expression of opinions, and fostered a sense of responsibility in group roles. Students demonstrated enthusiasm during discussions, task distribution, and group presentations. Local cultural values were also integrated to strengthen the internalization of character. Through its collaborative and participatory approach, the GI model proved effective in cultivating students\u27 honesty and responsibility

    Peran Literasi Keuangan, Inklusi Keuangan dan Tingkat Pendidikan Terhadap Keberlangsungan Usaha UMKM

    Full text link
    This study aims to analyze the influence of financial literacy, financial inclusion and education level on business sustainability in MSME actors in Tangerang Regency. The method used is a quantitative approach with multiple regression analysis techniques with SPSS version 25. The research sample consisted of 94 respondents selected using the Accidental Random Sampling technique which was distributed online. The results of the study showed that the independent variables, namely financial literacy, financial inclusion and education level, all three have a significant influence on business sustainability. These results indicate that financial inclusion and literacy of business owners contribute positively to business performance. Knowledge of both increases business sustainability, while decreased understanding can reduce performance. The success of MSMEs depends not only on formal education, but also on financial understanding

    Survei Evaluasi Diri Guru dan Tingkat Kesiapan Mengajar di MTs Nurul Hasanah

    No full text
    Guru merupakan komponen utama dalam dunia pendidikan yang berperan langsung dalam menentukan keberhasilan proses belajar mengajar. Kemampuan guru sangat penting dalam kegiatan pembelajaran berlangsung secara efektif dan berkelanjutan. Penelitian ini bertujuan untuk mendeskripsikan tingkat evaluasi diri dan kesiapan mengajar guru di MTs Nurul Hasanah. Metode penelitian yang digunakan adalah kuantitatif deskriptif dengan pendekatan survei. Jumlah responden dalam penelitian ini adalah 28 guru yang diambil secara total sampling. Instrumen yang digunakan berupa angket skala Likert, masing-masing terdiri dari 30 item untuk evaluasi diri dan 33 item untuk kesiapan mengajar. Hasil penelitian menunjukkan bahwa tingkat evaluasi diri guru berada pada kategori “Tinggi” dengan nilai rata-rata sebesar 117,39 dari skor maksimal 150, sedangkan tingkat kesiapan mengajar guru juga tergolong “Tinggi” dengan nilai rata-rata sebesar 101,25 dari skor maksimal 132. Temuan ini mengindikasikan bahwa MTs Nurul Hasanah telah memiliki kultur profesional yang mendukung pengembangan kualitas guru secara berkelanjutan

    EFEKTIVITAS MODEL PEMBELAJARAN COOPERATIVE INTEGRATED READING AND COMPOSITION (CIRC) TERHADAP LITERASI IPS KELAS V SD

    No full text
    Social Studies literacy is crucial for shaping students\u27 ability to understand and analyze social issues. However, observations at Terung Elementary School\u27s 5th grade indicate low levels of both Social Studies literacy and student interest. This situation is exacerbated by conventional teaching methods that inadequately engage students. Student interest is a critical factor influencing comprehension of the material. Therefore, an innovative and engaging teaching model, such as the Cooperative Integrated Reading and Composition (CIRC) model, is needed. This study aims to assess the effectiveness of the CIRC model on Social Studies literacy among 5th-grade students. It employs a quantitative method with a quasi-experimental post-test only control group design. The study population consists of all 5th-grade students in Panekan District, Magetan Regency, with a sample of 40 students divided into 20 in the experimental group and 20 in the control group. Data collection techniques include post-tests and interest surveys. The research findings demonstrate a significant difference between the experimental and control groups. This is evidenced by an independent sample t-test yielding a significance value of 0.000 < 0.05, indicating that the CIRC teaching model significantly improves students\u27 Social Studies literacy. Thus, the CIRC model is effective in enhancing Social Studies learning outcomes for 5th-grade elementary school students

    WEBINAR PENGASUHAN CERDAS ALA RASUL MELALUI KONSEP HIPNOTERAPI

    Full text link
    Webinar "Pengasuhan Cerdas ala Rasul melalui Konsep Hipnoterapi" yang diselenggarakan oleh tim Abdimas Universitas Indraprasta PGRI dan Yayasan Pendidikan Islam Hayatinnur bertujuan untuk memberikan pemahaman mendalam mengenai pengasuhan anak yang baik berdasarkan teladan Rasulullah SAW. Webinar ini mengintegrasikan konsep hipnoterapi untuk meningkatkan keterampilan orang tua dalam pengasuhan. Materi yang dibahas mencakup prinsip-prinsip pengasuhan ala Rasulullah, seperti kasih sayang, keteladanan, komunikasi efektif, dan disiplin positif. Selain itu, peserta juga diperkenalkan pada bagaimana hipnoterapi dapat membantu orang tua dalam membangun hubungan yang baik dengan anak, memberikan sugesti positif, serta mengajarkan teknik self-hypnosis. Acara ini diikuti oleh 31 peserta, termasuk orang tua dan calon orang tua, dengan harapan dapat meningkatkan kepercayaan diri dan efektivitas mereka dalam peran pengasuhan, serta mendukung perkembangan anak yang optimal.  Abstract The webinar "Smart Parenting According to the Prophet through the Concept of Hypnotherapy", organized by the Community Service team of Universitas Indraprasta PGRI and the Hayatinnur Islamic Education Foundation, aims to provide an in-depth understanding of effective child-rearing based on the example of Prophet Muhammad (peace be upon him). This webinar integrates the concept of hypnotherapy to enhance parents\u27 parenting skills. The topics covered include key principles of the Prophet\u27s parenting style, such as compassion, leading by example, effective communication, and positive discipline. Additionally, participants are introduced to how hypnotherapy can assist parents in building strong relationships with their children, delivering positive suggestions, and learning self-hypnosis techniques. The event was attended by 31 participants, including current and prospective parents, with the hope of boosting their confidence and effectiveness in their parenting roles and supporting optimal child development.

    Pengembangan Media Ular Tangga dalam Upaya Meningkatkan Hasil Belajar Siswa pada Pembelajaran IPS Kelas VIII MTS Taufiqiyah Ngajum

    No full text
    Penelitian ini dilatarbelakangi oleh kurangnya penggunaan media pembelajaran pada mata pelajaran IPS kelas VIII  MTs Taufiqiyah Ngajum. Banyak faktor yang mempengaruhi hasil belajar siswa khususnya ranah kognitif siswa yang peneliti jumpai dalam proses pembelajaran. Tujuan  penelitian ini adalah  mengembangkan media pembelajaran ular tangga untuk meningkatkan hasil belajar siswa kelas VIII pada mata pelajaran IPS. Jenis penelitian yang digunakan dalam penelitian ini adalah metode Research and Development (RnD) dengan pendekatan kualitatif. Adapun model RnD yang digunakan adalah model ADDIE (Analize, Design, Development. Implementation, dan Evaluation). Dalam pengumpulan data, peneliti menggunakan triangulasi sumber: hasil wawancara,  observasi, dan dokumen.  Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran ular tangga dapat meningkatkan hasil belajar khususnya pada ranah kognitif siswa. Pada analisis awal nilai rata-rata peserta didik pada ulangan sumatif terkait materi mengenal negara ASEAN, interaksi sosial, pluralitas masyarakat Indonesia mencapai 58. Setelah menggunakan media ular tangga nilai rata-rata ulangan harian pada materi mengenal negara ASEAN, interaksi sosial, pluralitas masyarakat Indonesia mengalami peningkatan yang cukup signifikan dengan rata-rata nilai mencapai 7

    Pengembangan Game Edukasi Materi Barisan Aritmetika dalam Pembelajaran Berdiferensiasi

    Full text link
    This study aims to obtain a valid, practical and effective educational game on arithmetic sequence material in differentiated learning. This research is a type of development research that aims to produce a product in the form of an educational game. The development of educational games is carried out through ADDIE steps consisting of analysis, design, development, implementation and evaluation. The subjects of the trial in this study were students of Class X.G of SMA Negeri 2 Kendari in 2024. The data collection instruments in this study consisted of a validation sheet used to determine the validity of the educational game, the performance of game level completion was used to obtain practicality information and learning outcome tests to determine the effectiveness of the educational game. The results of the study showed that (1) overall educational games were in the criteria of very valid and feasible to use, (2) the results of the performance analysis of the use of educational games showed that 100% of students presented with the help of educational games reaching easy, medium, or difficult levels, which means that the learning process was good and included in the practical category, (3) Based on the summative assessment, the results of the percentage of success in realizing the target level of educational games were 76.47%, which was included in the effective category. Thus, educational games are valid, practical and effective for use in differentiated learning.Penelitian ini bertujuan untuk memperoleh game edukasi yang valid, praktis dan efektif pada materi barisan aritmetika dalam pembelajaran berdiferensiasi. Penelitian ini merupakan jenis penelitian pengembangan yang bertujuan untuk menghasilkan produk berupa game edukasi. Pengembangan game edukasi dilakukan melalui langkah-langkah ADDIE yang terdiri atas analisis, desain, development, implementasi dan evaluasi. Subyek uji coba dalam penelitian ini adalah siswa Kelas X.G SMA Negeri 2 Kendari Tahun 2024. Instrumen pengumpulan data dalam penelitian ini terdiri atas lembar validasi yang digunakan untuk mengetahui kevalidan game edukasi, unjuk kerja ketuntasan level game digunakan untuk memperoleh informasi kepraktisan dan tes hasil belajar untuk mengetahui keefektifan game edukasi. Hasil penelitian menunjukkan bahwa (1) secara keseluruhan game edukasi berada dalam kriteria sangat valid dan layak untuk digunakan, (2) hasil analisis unjuk kerja terhadap penggunaan Game edukasi menunjukkan bahwa 100% siswa presentasi dengan bantuan bermain edukasi mencapai level mudah, sedang, atau susah yang berarti proses pembelajaran baik dan termasuk dalam kategori praktis, (3) Berdasarkan asesmen sumatif diperoleh hasil persentase tingkat keberhasilan realisasi target level game edukasi adalah 76,47%, yang termasuk dalam kategori efektif. Dengan demikian, game edukasi valid, praktis dan efektif digunakan dalam pembelajaran berdiferensiasi

    Systematic Review: Kemampuan Representasi Matematika dalam Pendidikan Selama 2019-2024

    No full text
    Mathematical representation encompasses verbal, visual, and symbolic forms, allowing students to articulate and manipulate mathematical ideas effectively. The review indicates that students with strong representation abilities perform better academically, as these skills facilitate deeper comprehension and application of mathematical principles. A systematic review of mathematics representation ability in education during 2019-2024 in this study from 2019 to 2024, Data collection was carried out by reviewing or reviewing all articles on mathematics representation ability in education published in the period 2019-2024. The articles used in this study were 3 articles from Scopus, and 2 articles from Google Scholar from international and national journals with the help of Publish or Perish software and VOSViewer. The results of this literature review suggest that specific research needs to be conducted on how to improve mathematics representation abbility, the school levels tested, as well as their applicability in education.Representasi matematis mencakup bentuk verbal, visual, dan simbolik, yang memungkinkan siswa untuk mengartikulasikan dan memanipulasi ide-ide matematika secara efektif. Kajian tersebut menunjukkan bahwa siswa dengan kemampuan representasi yang kuat memiliki kinerja akademis yang lebih baik, karena keterampilan ini memfasilitasi pemahaman dan penerapan prinsip-prinsip matematika yang lebih dalam. Systematic review tentang kemampuan representasi matematika dalam pendidikan selama tahun 2019-2024 dalam penelitian ini dari tahun 2019 hingga 2024, Pengumpulan data dilakukan dengan cara mereview atau mengkaji semua artikel tentang kemampuan representasi matematika dalam pendidikan yang dipublikasikan dalam kurun waktu tahun 2019 hingga 2024. Artikel yang digunakan dalam penelitian ini adalah 3 artikel dari Scopus, dan 2 artikel dari Google Scholar dari jurnal internasional dan nasional dengan bantuan perangkat lunak Publish or Perish dan VOSViewer. Hasil kajian literatur ini menunjukkan bahwa perlu dilakukan penelitian lebih lanjut mengenai cara meningkatkan kemampuan representasi matematis, jenjang sekolah yang diujicobakan, serta penerapannya dalam dunia pendidikan

    1,069

    full texts

    1,267

    metadata records
    Updated in last 30 days.
    Jurnal Universitas Muhammadiyah Sukabumi
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇